Our mission was to pick up 'intelligence' tokens, with a single nominated ship on each side. We both 'cleverly' hid the tokens in the asteroid fields, and set up for a head to head pass. Garret used a fast blockade runner, while I was hoping to explode him with my Gladiator. Unfortunately I've found the gladiator is a knife fighter that is incredibly tricky to actually get into firing range. Boo.
The rebels had admiral ackbar who adds a sick amount of firepower to all the broadsides, which ended up being pretty punishing over the game.
I didn't play my
Another event which has solidified some wisdom for me is when his big ship (?liberty) pounded the snot out of my interdictor in one round. Choosing which ship to activate when is pretty key, as if it's destroyed before it takes it turn you are SOL. No spontaneous actions here.
Our game hilariously involved LOTS of collisions. Our ships were almost destroyed by collisions, which really was what allowed the single turn of good rolling to kill my Interdictor.
After that was gone, and with the rebels holding a 2:1 advantage in intelligence it was all over. Points wise it was a pretty substantial rout. It was note worthy that I was close to killing some key ships twice, and they escaped a near death. The liberty never really faced any threat though.
Time wise this game took us about as much as the first game took 2.5 - 3 hours. I suspect this was due to some fatigue, as well as the plethora of special characters and extra card abilities on the ships. It will be interesting to see if we can bring this down.